Documents / FOIA release

FBI file: UFO, UFO Part 06

Federal Bureau of Investigation · 129 pages · text by GLM-OCR

This Federal Bureau of Investigation file section collects 1947 to 1949 correspondence, memoranda and newspaper clippings about flying disc reports. It includes Hoover's replies to citizens, a Maine woman's account of a drifting object judged probably a weather balloon, a Richmond memo on a cigar-shaped object seen over Radford, Virginia on May 12, 1949, clippings on the Chiles and Whitted sighting near Montgomery, a Flyin' Saucer toy promotion, and agent interviews with witnesses in Vermont and a pilot near Bethel, Alaska.

Read from the scan by GLM-OCR; expect the odd misread word.

# T..C GAME OF HECKLE

0

THE GAME OF HECKLE provides a means of utilizing the unique manner in which the FLYIN $ ^{4} $ SAUCER can be guided. Rules and regulations are provided, forming the basis for skill and competition

PLAYERS - Four - with two on each team.

OBJECT — To fly SAUCER around HECKLEPS into your partner's circle.

ALL CIRCLES ARE 6 FEET IN DIAMETER CENTER SPACE MAY TABY WITH ABILITY. All players must remain in their circle until SAUCER is airborne. The game begins with the Flier (A) attempting to sail the SAUCER around the HECKLERS in the circles (B) and (C) so that his partner in the Receiver's circle (D) can catch it. Flier (A) must remain in his circle when serving the SAUCER.

HECKLER (B) must remain in his circle at all times while his team is defensive. He may attempt to stop the flight of the SAUCER, or distract the Flier in any manner. Should he step or fall out of his circle, his team forfeits 1 point and the offensive team retains serve. HECKLER (C) remains in his circle until SAUCER is airborne. He may then leave his circle to check the Receiver (D) in any manner so long as he doesn't interfere with flight of SAUCER or touch the Receiver, or step into the Receiver's circle. Hecklers forfeit 2 points for each infraction.

Receiver (D) attempts to catch the SAUCER in his circle. Should he do so, then his team receives 2 points. Should it be necessary for the Receiver to leave his circle to catch the SAUCER, then his team scores but 1 point. Should he drop or miss the SAUCER, no points are scored, and the teams change positions. (A) changes with (B) and (C) changes with (D). (C) is now the Filler, and (B) the Receiver. HECKLER (D) must remain in his circle, and the HECKLER (A) becomes the roving HECKLER.

In the event that no Referee is available, disputes will be settled by mutual agreement, or the flip of a coin.

First team to score 25 points wins the game.

KEEP EM FLY!

This is a PIPCO PRODUCT

San Luis Obispo, Calif.

Cases discussed

About this file

FOIA release, from the fbi-vault collection. The PDF is mirrored here; the original link is above. The text was read from the page images by GLM-OCR; expect the odd misread word. 129 pages are in the text index: search them above, or from the library's search.